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Color model
Color model
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In color science, a color model is an abstract mathematical model describing the way colors can be represented as tuples of numbers, typically as three or four values or color components. It differs from a color space in that a color model is not absolute, that is, there is no way to map a color within a color model to a point in a color space.[1]

This article describes ways in which human color vision can be modeled, and discusses some of the models in common use.

Fundamental modeling of human color vision: Tristimulus color space

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3D approximate representation of the visible spectrum in LMS color space. In grey, its convex hull is represented.

One can picture this space as a region in three-dimensional Euclidean space if one identifies the x, y, and z axes with the stimuli for the long-wavelength (L), medium-wavelength (M), and short-wavelength (S) light receptors. This is called the LMS color space. The origin, (S,M,L) = (0,0,0), corresponds to black. White has no definite position in this diagram; rather it is defined according to the color temperature or white balance as desired or as available from ambient lighting. The most saturated colors are located at the outer rim of the region, with brighter colors farther removed from the origin. Colors like brown or grey are perceived when, respectively, orange light and white light are received, but at a lower intensity than what it would be expected for the colors orange and white given the surrounding illumination. One can observe this phenomenon by watching the screen of an overhead projector during a meeting: one sees black lettering on a white background, even though the "black" has in fact not become darker than the white screen on which it is projected before the projector was turned on. The "black" areas have not actually become darker but appear "black" relative to the higher intensity "white" projected onto the screen around it. See also color constancy.

The human tristimulus space has the property that additive mixing of colors corresponds to the adding of vectors in this space. This makes it easy to, for example, describe the possible colors (gamut) that can be constructed from the red, green, and blue primaries in a computer display.

Additive and subtractive color models

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RYB color model

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RYB is a subtractive color model used in art and applied design in which red, yellow, and blue pigments are considered primary colors.[2][3] The RYB color model relates specifically to color in the form of paint and pigment application in art and design.[4][5][6] Other common color models include the light model (RGB) and the paint, pigment and ink CMY color model, which is much more accurate in terms of color gamut and intensity compared to the traditional RYB color model, the latter emerging in conjunction with the CMYK color model in the printing industry.[7][8] This model was used for printing by Jacob Christoph Le Blon in 1725 and called it Coloritto or harmony of colouring,[9] stating that the primitive (primary) colors are yellow, red and blue, while the secondary are orange, green and purple or violet.[10][11]

RGB color model

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Media that transmit light (such as television) use additive color mixing with primary colors of red, green, and blue, each of which stimulates one of the three types of the eye's color receptors with as little stimulation as possible of the other two. This is called "RGB" color space. Mixtures of light of these primary colors cover a large part of the human color space and thus produce a large part of human color experiences. This is why color television sets or color computer monitors need only produce mixtures of red, green and blue light. See Additive color.

Other primary colors could in principle be used, but with red, green and blue the largest portion of the human color space can be captured. Unfortunately there is no exact consensus as to what loci in the chromaticity diagram the red, green, and blue colors should have, so the same RGB values can give rise to slightly different colors on different screens.

RGB is a device-dependent color model: different devices detect or reproduce a given RGB value differently, since the color elements (such as phosphors or dyes) and their response to the individual red, green, and blue levels vary from manufacturer to manufacturer, or even in the same device over time.[12][13] Thus an RGB value does not define the same color across devices without some kind of color management.[14]

CMY and CMYK color models

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It is possible to achieve a large range of colors seen by humans by combining cyan, magenta, and yellow transparent dyes/inks on a white substrate. These are the subtractive primary colors. Often a fourth ink, black, is added to improve reproduction of some dark colors. This is called the "CMY" or "CMYK" color space.

The cyan ink absorbs red light but transmits green and blue, the magenta ink absorbs green light but transmits red and blue, and the yellow ink absorbs blue light but transmits red and green. The white substrate reflects the transmitted light back to the viewer. Because in practice the CMY inks suitable for printing also reflect a little bit of color, making a deep and neutral black impossible, the K (black ink) component, usually printed last, is needed to compensate for their deficiencies. Use of a separate black ink is also economically driven when a lot of black content is expected, e.g. in text media, to reduce simultaneous use of the three colored inks. The dyes used in traditional color photographic prints and slides are much more perfectly transparent, so a K component is normally not needed or used in those media.

Cylindrical-coordinate color models

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A number of color models exist in which colors are fit into conic, cylindrical or spherical shapes, with neutrals running from black to white along a central axis, and hues corresponding to angles around the perimeter. Arrangements of this type date back to the 18th century, and continue to be developed in the most modern and scientific models.

Background

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Philipp Otto Runge’s Farbenkugel (color sphere), 1810, showing the outer surface of the sphere (top two images), and horizontal and vertical cross sections (bottom two images)
Color sphere of Johannes Itten, 1919-20

Different color theorists have each designed unique color solids. Many are in the shape of a sphere, whereas others are warped three-dimensional ellipsoid figures—these variations being designed to express some aspect of the relationship of the colors more clearly. The color spheres conceived by Phillip Otto Runge and Johannes Itten are typical examples and prototypes for many other color solid schematics.[15] The models of Runge and Itten are basically identical, and form the basis for the description below.

Pure, saturated hues of equal brightness are located around the equator at the periphery of the color sphere. As in the color wheel, contrasting (or complementary) hues are located opposite each other. Moving toward the center of the color sphere on the equatorial plane, colors become less and less saturated, until all colors meet at the central axis as a neutral gray. Moving vertically in the color sphere, colors become lighter (toward the top) and darker (toward the bottom). At the upper pole, all hues meet in white; at the bottom pole, all hues meet in black.

The vertical axis of the color sphere, then, is gray all along its length, varying from black at the bottom to white at the top. All pure (saturated) hues are located on the surface of the sphere, varying from light to dark down the color sphere. All impure (unsaturated hues, created by mixing contrasting colors) comprise the sphere's interior, likewise varying in brightness from top to bottom.

HSL and HSV

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Painters long mixed colors by combining relatively bright pigments with black and white. Mixtures with white are called tints, mixtures with black are called shades, and mixtures with both are called tones. See Tints and shades.[16]
The RGB gamut can be arranged in a cube. The RGB model is not very intuitive to artists used to using traditional models based on tints, shades and tones. The HSL and HSV color models were designed to fix this.
HSL cylinder
HSV cylinder

HSL and HSV are both cylindrical geometries, with hue, their angular dimension, starting at the red primary at 0°, passing through the green primary at 120° and the blue primary at 240°, and then wrapping back to red at 360°. In each geometry, the central vertical axis comprises the neutral, achromatic, or gray colors, ranging from black at lightness 0 or value 0, the bottom, to white at lightness 1 or value 1, the top.

Most televisions, computer displays, and projectors produce colors by combining red, green, and blue light in varying intensities—the RGB additive primary colors. However, the relationship between the constituent amounts of red, green, and blue light and the resulting color is unintuitive, especially for inexperienced users, and for users familiar with subtractive color mixing of paints or traditional artists’ models based on tints and shades.

In an attempt to accommodate more traditional and intuitive color mixing models, computer graphics pioneers at PARC and NYIT developed[further explanation needed] the HSV model in the mid-1970s, formally described by Alvy Ray Smith[17] in the August 1978 issue of Computer Graphics. In the same issue, Joblove and Greenberg[18] described the HSL model—whose dimensions they labeled hue, relative chroma, and intensity—and compared it to HSV. Their model was based more upon how colors are organized and conceptualized in human vision in terms of other color-making attributes, such as hue, lightness, and chroma; as well as upon traditional color mixing methods—e.g., in painting—that involve mixing brightly colored pigments with black or white to achieve lighter, darker, or less colorful colors.

The following year, 1979, at SIGGRAPH, Tektronix introduced graphics terminals using HSL for color designation, and the Computer Graphics Standards Committee recommended it in their annual status report. These models were useful not only because they were more intuitive than raw RGB values, but also because the conversions to and from RGB were extremely fast to compute: they could run in real time on the hardware of the 1970s. Consequently, these models and similar ones have become ubiquitous throughout image editing and graphics software since then.

Munsell color system

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Munsell’s color sphere, 1900. Later, Munsell discovered that if hue, value, and chroma were to be kept perceptually uniform, achievable surface colors could not be forced into a regular shape.
Three-dimensional representation of the 1943 Munsell renotations. Notice the irregularity of the shape when compared to Munsell's earlier color sphere, at left.

Another influential older cylindrical color model is the early-20th-century Munsell color system. Albert Munsell began with a spherical arrangement in his 1905 book A Color Notation, but he wished to properly separate color-making attributes into separate dimensions, which he called hue, value, and chroma, and after taking careful measurements of perceptual responses, he realized that no symmetrical shape would do, so he reorganized his system into a lumpy blob.[19][20][A]

Munsell's system became extremely popular, the de facto reference for American color standards—used not only for specifying the color of paints and crayons, but also, e.g., electrical wire, beer, and soil color—because it was organized based on perceptual measurements, specified colors via an easily learned and systematic triple of numbers, because the color chips sold in the Munsell Book of Color covered a wide gamut and remained stable over time (rather than fading), and because it was effectively marketed by Munsell's Company. In the 1940s, the Optical Society of America made extensive measurements, and adjusted the arrangement of Munsell colors, issuing a set of "renotations". The trouble with the Munsell system for computer graphics applications is that its colors are not specified via any set of simple equations, but only via its foundational measurements: effectively a lookup table. Converting from RGB ↔ Munsell requires interpolating between that table's entries, and is extremely computationally expensive in comparison with converting from RGB ↔ HSL or RGB ↔ HSV which only requires a few simple arithmetic operations.[21][22][23][24]

Natural Color System

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A three-dimensional drawing of the Ostwald color system. First described in Wilhelm Ostwald (1916).
Animation showing the NCS 1950 standard color samples in the NCS color circle and hue triangles

The Swedish Natural Color System (NCS), widely used in Europe, takes a similar approach to the Ostwald bicone at right. Because it attempts to fit color into a familiarly shaped solid based on "phenomenological" instead of photometric or psychological characteristics, it suffers from some of the same disadvantages as HSL and HSV: in particular, its lightness dimension differs from perceived lightness, because it forces colorful yellow, red, green, and blue into a plane.[25]

Preucil hue circle

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In densitometry, a model quite similar to the hue defined above is used for describing colors of CMYK process inks. In 1953, Frank Preucil developed two geometric arrangements of hue, the "Preucil hue circle" and the "Preucil hue hexagon", analogous to our H and H2, respectively, but defined relative to idealized cyan, yellow, and magenta ink colors. The "Preucil hue error" of an ink indicates the difference in the "hue circle" between its color and the hue of the corresponding idealized ink color. The grayness of an ink is m/M, where m and M are the minimum and maximum among the amounts of idealized cyan, magenta, and yellow in a density measurement.[26]

CIECAM02

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The CIE's most recent model, CIECAM02 (CAM stands for "color appearance model"), is more theoretically sophisticated and computationally complex than earlier models. Its aims are to fix several of the problems with models such as CIELAB and CIELUV, and to explain not only responses in carefully controlled experimental environments, but also to model the color appearance of real-world scenes. Its dimensions J (lightness), C (chroma), and h (hue) define a polar-coordinate geometry.[21][25]

Color systems

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There are various types of color systems that classify color and analyse their effects. The American Munsell color system devised by Albert H. Munsell is a famous classification that organises various colors into a color solid based on hue, saturation and value. Other important color systems include the Swedish Natural Color System (NCS), the Optical Society of America's Uniform Color Space (OSA-UCS), and the Hungarian Coloroid system developed by Antal Nemcsics from the Budapest University of Technology and Economics. Of those, the NCS is based on the opponent-process color model, while the Munsell, the OSA-UCS and the Coloroid attempt to model color uniformity. The American Pantone and the German RAL commercial color-matching systems differ from the previous ones in that their color spaces are not based on an underlying color model. The Icelandic Spot Matching System (SMS) [27] is a so-called media neutral colour palette where all the colours can be reproduced online, on Television and in standard process printing (CMYK or better).

Other uses of "color model"

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Models of mechanism of color vision

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We also use "color model" to indicate a model or mechanism of color vision for explaining how color signals are processed from visual cones to ganglion cells. For simplicity, we call these models color mechanism models. The classical color mechanism models are YoungHelmholtz's trichromatic model and Hering's opponent-process model. Though these two theories were initially thought to be at odds, it later came to be hypothesized that the mechanisms responsible for color opponency receive signals from the three types of cones and process them at a more complex level.[28] A widely accepted model is called the zone model. A symmetrical zone model compatible with the trichromatic theory, the opponent theory, and Smith's color transform model is called the decoding model [29]

See also

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Notes

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References

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Bibliography

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A color model is a systematic method for specifying and representing colors numerically, typically through tuples of three or four values derived from primary colors, enabling consistent reproduction across devices and media. These models distinguish between additive systems, which combine light to produce brighter colors (such as RGB, using red, green, and components each ranging from 0 to 255), and subtractive systems, which absorb light to create darker tones (such as CMYK, employing , , , and inks in percentages). Developed from principles of human color perception, including the trichromatic theory proposed by Thomas Young and , as standardized by the CIE in 1931, color models form the foundation for fields like , , and by defining a —the range of reproducible colors. Key color models include RGB, widely used in digital displays like computer screens and televisions where full intensity of all components yields white light, supporting up to 16.7 million distinct colors in 24-bit depth. In contrast, CMYK is optimized for subtractive printing processes, where mixing all inks approximates black to enhance efficiency and detail in materials like posters and packaging, though it often results in a narrower compared to additive models. Device-independent models like LAB (or CIELAB), based on perceptual uniformity with (L) from 0 to 100 and opposing color axes (a for green-red, b for blue-yellow), ensure color consistency across diverse outputs such as branded products and by aligning closely with human vision rather than hardware specifics. Other notable models address specialized needs: HSV (hue, saturation, value) facilitates intuitive adjustments in software by separating color properties for easier manipulation, while RYB (red, yellow, ) reflects traditional pigment mixing in fine arts, producing a subtractive spectrum that darkens toward . notation, a compact 6-digit code (e.g., #FF0000 for pure ) derived from RGB values, standardizes digital color specification in and coding, enabling precise 24-bit color representation. The choice of model depends on the application—additive for emissive media like screens, subtractive for reflective surfaces like paper—to minimize discrepancies in color fidelity and optimize workflow efficiency.

Fundamentals of Color Representation

Definition and Purpose

A color model is an abstract mathematical framework that assigns numerical values, typically as tuples of three or four components, to represent colors within a defined multidimensional space, enabling precise specification, reproduction, and consistent communication of colors across diverse devices, media, and applications. This approach bridges the gap between human visual perception and technical implementation by providing a standardized method to quantify the qualities of hue, saturation, brightness, and other attributes that define a color. The historical foundations of color models emerged in the 17th and 18th centuries, with Sir Isaac Newton introducing the concept of a color circle in through experiments dispersing white light into a spectrum via a and arranging the hues circularly to illustrate their relationships. Building on such optical insights, Jakob Christoffel Le Blon advanced practical applications in 1725 by publishing Coloritto, which detailed trichromatic principles for , using , , and primaries to generate a wider range of colors through superposition. Color models fulfill essential purposes in for , , and workflows, where they ensure reproducible results by defining color components systematically; they also support conversions between models to adapt representations for specific contexts, while accounting for limitations—the subset of colors a device can render—and metamerism, the phenomenon where distinct spectral compositions appear identical under certain illuminants but differ under others. Numerous such models have been developed to meet these needs, though a select few dominate, with RGB serving as the foundational standard for the representation and display of images in most electronic systems like computers and televisions. These models are broadly classified as device-dependent, such as RGB where color reproduction varies by hardware characteristics, versus device-independent like CIE systems that provide uniform specifications irrespective of the medium. They further divide into additive types, which combine emitted light to build colors from black, and subtractive types, which layer pigments or inks to absorb light starting from white; additionally, they encompass perceptual models tuned to intuitive human judgments of color attributes and colorimetric models rooted in objective spectral measurements. Modern frameworks build on tristimulus theory, which models human color vision through three primary stimuli to approximate the response of retinal cone cells.

Human Color Vision and Tristimulus Theory

Human color vision is fundamentally trichromatic, as proposed by the Young-Helmholtz theory in the early 1800s, which posits that perception arises from three types of cone photoreceptors in the retina sensitive to different wavelength ranges. These cones are classified as long-wavelength-sensitive (L) cones peaking around 564 nm (red), medium-wavelength-sensitive (M) cones peaking around 534 nm (green), and short-wavelength-sensitive (S) cones peaking around 420 nm (blue). The relative stimulation of these cones by incoming light determines the perceived color, with full trichromatic vision being a primate-specific adaptation. Complementing the trichromatic theory, the , introduced by Ewald Hering in , explains certain perceptual phenomena through neural processing beyond the cones. It describes as involving three opposing channels: red-green, blue-yellow, and black-white, which account for effects like negative afterimages—where staring at one color produces the perception of its opponent—and certain forms of , such as resulting from missing one cone type. The tristimulus color space formalizes this trichromatic basis mathematically, representing colors using three values (X, Y, Z) in the CIE XYZ system that approximate the integrated responses of the , and S cones. Derived from experimental color-matching functions obtained in the , these values stem from spectral sensitivity curves measured under controlled conditions, ensuring a device-independent standard for color specification. The 1931 CIE standards normalized the functions such that the Y tristimulus value corresponds to , with the area under the y-bar(λ) curve equaling 100 for equal-energy , and all functions being non-negative to avoid negative color matches. The tristimulus values for a given I(λ) are computed via integrals over wavelength λ: X=380780xˉ(λ)I(λ)dλ,Y=380780yˉ(λ)I(λ)dλ,Z=380780zˉ(λ)I(λ)dλ,\begin{align*} X &= \int_{380}^{780} \bar{x}(\lambda) I(\lambda) \, d\lambda, \\ Y &= \int_{380}^{780} \bar{y}(\lambda) I(\lambda) \, d\lambda, \\ Z &= \int_{380}^{780} \bar{z}(\lambda) I(\lambda) \, d\lambda, \end{align*} where xˉ(λ)\bar{x}(\lambda), yˉ(λ)\bar{y}(\lambda), and zˉ(λ)\bar{z}(\lambda) are the CIE color-matching functions for the 2° standard observer, spanning the from 380 to 780 nm. This derivation linear-transforms the original RGB matching functions to align with fundamentals while ensuring positivity and matching. Variations in human color vision highlight the model's assumptions; for instance, congenital , primarily red-green types, affects approximately 8% of males and 0.5% of females due to X-linked genetic factors impacting pigments. Conversely, some females exhibit , possessing four types from heterozygous genes, enabling discrimination of colors imperceptible to trichromats, as demonstrated in functional tests post-2010. Despite its foundational role, the tristimulus model ignores contextual influences on color appearance, such as illuminant changes and surround effects, which are addressed in advanced color appearance models like CIECAM02 that extend beyond raw XYZ values.

Principles of Color Mixing

Additive Mixing

Additive color mixing involves the superposition of light from multiple sources, resulting in the perception of a combined color by the human visual system. This process is governed by Grassmann's laws, formulated in 1853, which establish that colors can be treated as vectors in a three-dimensional space where mixtures follow rules of additivity, proportionality, and transitivity. These include the additivity law (mixtures of matching colors yield matching mixtures), the proportionality law (scaling the intensities proportionally scales the resulting color), and transitivity, enabling predictable combinations without loss of linearity under normal viewing conditions. These laws underpin the tristimulus theory, representing colors as points in a vector space where additive mixtures correspond to vector sums. In additive mixing, the primary colors are , , and (RGB), selected because they align with the peak sensitivities of the human eye's cone cells and maximize the reproducible color range. Equal intensities of these primaries combine to produce white light, as their spectral contributions overlap to approximate the full . The resultant color in tristimulus values is given by the vector equation: C=R+G+B\mathbf{C} = \mathbf{R} + \mathbf{G} + \mathbf{B} where R\mathbf{R}, G\mathbf{G}, and B\mathbf{B} are the tristimulus vectors of the red, green, and blue components, respectively, defined relative to spectral loci in the visible range. The gamut of colors achievable through additive mixing is limited; for instance, the sRGB standard, widely used in digital displays, covers approximately 35% of the CIE 1931 chromaticity diagram, encompassing a subset of the visible spectrum bounded by the primaries' loci. This constraint arises because no three primaries can span the entire horseshoe-shaped visible region without negative intensities, which are physically unrealizable. Additive mixing forms the basis for display technologies such as televisions and computer monitors, where light-emitting elements stimulate phosphors or pixels to emit RGB light. Historically, cathode-ray tube (CRT) displays in the relied on phosphors coated on the screen interior, excited by beams to produce , , and blue emissions for color reproduction. A distinctive property of additive mixing is that equal mixtures of the primaries yield desaturated colors, such as grays or , due to the broadening of the toward uniformity.

Subtractive Mixing

Subtractive color mixing produces colors by absorbing specific wavelengths of through the use of pigments, dyes, or inks, which selectively filter incident to reflect or transmit the desired hues. This process is fundamental to applications such as , , and on opaque or translucent media, where the resulting color is determined by the that is not absorbed. Unlike additive mixing, which combines emitted sources, subtractive mixing starts with a broad-spectrum (typically ) and subtracts portions of it, leading to progressively darker results as more pigments are layered. The principles rely on complementary color absorption: for instance, a pigment absorbs wavelengths, allowing and to reflect; absorbs , transmitting and ; and absorbs , reflecting and . Combining these primaries—, , and (CMY)—can theoretically produce a wide range of colors, as equal mixtures absorb all visible wavelengths to yield , though in practice, the resulting "black" often appears muddy due to imperfect absorption spectra. To address this inefficiency and achieve deeper blacks with less ink, a (K) component is added, forming the CMYK model, which improves and reduces costs in high-volume . The color of subtractive mixing is generally smaller than that of additive systems, as it is constrained by the reflected light spectra from rather than direct emission, and excessive layering can cause over-subtraction, desaturating colors into grays or browns. This limitation arises because pigments rarely achieve ideal absorption without or incomplete filtering across the . Historically, subtractive principles were advanced in 1725 by Christoph Le Blon, who developed a three-color process using , , and blue inks on mezzotint plates to reproduce natural tones, marking an early milestone in color reproduction. A full spectral model for subtractive mixing describes the resultant reflectance R(λ)R(\lambda) at wavelength λ\lambda as: R(λ)=Rw(λ)i(1Ai(λ))R(\lambda) = R_w(\lambda) \prod_i (1 - A_i(\lambda)) where Rw(λ)R_w(\lambda) is the of the white substrate, and Ai(λ)A_i(\lambda) is the absorptance of the ii-th ink layer, assuming independent multiplicative effects under the Kubelka-Munk theory for layered pigments. Subtractive models without black ink are particularly inefficient for achieving neutral tones, as CMY combinations require high ink volumes that exacerbate muddiness; this drove the adoption of CMYK in around 1906 by the Eagle Printing Ink Company, enabling economical four-color reproduction.

Device-Dependent Color Spaces

RGB Color Space

The RGB color space is an additive color model that represents colors through the combination of three primary channels: red (R), green (G), and blue (B), each typically quantized to values ranging from 0 to 1 in floating-point representations or 0 to 255 in 8-bit integer formats for digital imaging. This model forms the foundation for rendering colors on devices like computer monitors and televisions, where light intensities from each channel are additively mixed to produce a wide gamut of visible colors. The most widely adopted variant, sRGB, was proposed in 1996 by Hewlett-Packard and Microsoft as a standard default color space for the internet and became the International Electrotechnical Commission (IEC) standard IEC 61966-2-1 in 1999, ensuring consistent color reproduction across calibrated RGB devices such as CRT displays, scanners, and digital cameras. The primaries of the color space are defined using CIE 1931 chromaticity coordinates under the D65 illuminant (x=0.3127, y=0.3290), with specific values for (x=0.6400, y=0.3300), (x=0.3000, y=0.6000), and (x=0.1500, y=0.0600), which establish the boundaries of its . To account for the non-linear response of human vision and display devices, sRGB incorporates , where encoded RGB values (often denoted as R', G', B') are linearized to true light intensities (R, G, B) before mixing; the linearization formula is applied per channel c as follows: if c ≤ 0.04045, then linear c = c / 12.92; otherwise, linear c = ((c + 0.055) / 1.055)^{2.4}. This step ensures perceptual uniformity in brightness perception, approximating a gamma of 2.2 for efficient encoding. Conversion from linearized sRGB values to CIE XYZ tristimulus values, which provide a device-independent representation, uses the 3x3 M: (XYZ)=(0.41245640.35757610.18043750.21267290.71515220.07217500.01933390.11919200.9503041)(RGB)\begin{pmatrix} X \\ Y \\ Z \end{pmatrix} = \begin{pmatrix} 0.4124564 & 0.3575761 & 0.1804375 \\ 0.2126729 & 0.7151522 & 0.0721750 \\ 0.0193339 & 0.1191920 & 0.9503041 \end{pmatrix} \begin{pmatrix} R \\ G \\ B \end{pmatrix}
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